Several Jumpships attempt to enter the system via a Pirate Point
Pirate Insertion Roll
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
Pirate Insertion is Successful!
Edit: Changed after rules verification. I was using the wrong chart.
"Tai-sa I have unidentified blips on my scopes, they seem to be burning to the planet."
"Plot an intercept course, bring weapons online and open a frequency. This is Tai-sa Nagumo you have entered restricted space, power down your drives and prepare to be boarded."
A Squadron of fighters bearing the Blood Spirit Logo lead the charge to the planet, they don't seem to be stopping...
(I already declared the game intention to run for the planet :P It's been a while since I attempted a raid, I figured I'd try anyway)
So what I read with the current rules, I have declared my intent to continue, ASF can not intercept, you get to roll Raid Defense. Pirate Point was not successful so it's a straight roll.
Attacking Raid force is 6.25 FP
I edited the content to reflect the roll result on the Pirate Transit Chart. (I was using the Raid Transit) So Raid Defense should be rolled with a -2 for successful Pirate Insertion.
The 15th Benjamin Regulars will engage the raiders on the ground.
Raid defense roll:
[blockquote]Rolled 2d6 : 4, 1, total 5[/blockquote]
90% of attacker or 5.75FP
5 - 2 (For successful Pirate insertion) = 3 75% of attackers = 6.25 * .75 = 4.75 FP
We can roll or I can play on Thursday night?
Quote from: Fatebringer on July 20, 2011, 07:54:27 PM
5 - 2 (For successful Pirate insertion) = 3 75% of attackers = 6.25 * .75 = 4.75 FP
We can roll or I can play on Thursday night?
Forgot their is no more raid transit rolls, only pirate. I work early now, so my MM time is none nil, if someone wants to play it can speak up.
Star Captain Erin marked the chatter by the Dropship Captains, they had barely squeaked into their jump template for avoiding being intercepted by whatever was part of that mass of naval assets at the jump point. She marked the amount of days they needed to get to planet, grab what they could and get out. There was just enough time, but she would have to crack the whip.
There was a new SOP for engaging Draconis Combine units after the loss of so many units and ships during the big Inter-Clan push years ago. Erin had still been in her sibko and marked how none of the other Clans offered any share of the Inter-Clan bounty for accomplishing their mission.
Since then the Clan went a radical overhaul, many of her superiors were removed by force, their names stricken from the rolls of the Bloodhouses and their genetic material reaved from ever being used to make new warriors. They would be remembered however, as an entire chapter of the Clan's remembrance reviled their names and gave a warning to the folly of breaking from the Founder's will.
Erin would have much rather been part of the forces that were moving on the Adders, but barring that, the Draconis Combine made a good target. She started to stretch, the motions were unimpeded in the weightlessness, but were necessary to keep combat ready. It would be four days until the drop and she wanted to be at the peak of her physical conditioning. Pulling a resistance tool from her back secured under her seat, she wrapped it around the back side of her upper arm and increased the stretches, pushing and holding, pulling and holding. She would be ready.
No go for thursday, switching to Simple Rez.
CBS Combat Roll
[blockquote]Rolled 2d6 : 3, 6, total 9[/blockquote]
Crit Chance
[blockquote]Rolled 2d6 : 6, 6, total 12[/blockquote]
3 Crits
Crit 1
[blockquote]Rolled 2d6 : 3, 1, total 4[/blockquote]
Crit 2
[blockquote]Rolled 2d6 : 1, 1, total 2[/blockquote]
Crit 3
[blockquote]Rolled 2d6 : 2, 2, total 4[/blockquote]
2 Reduce damage received by 10%.
4 Gain +1 on further rolls this combat (CO gains experience).
4 Gain +1 on further rolls this combat (CO gains experience).
Current Damage = 6.25 * .55 = 3.5 FP
Still need DC rolls here.
Do them this afternoon.
DC: 4.75FP
Damage roll:
[blockquote]Rolled 2d6 : 2, 6, total 8[/blockquote]
Possible crit:
[blockquote]Rolled 2d6 : 5, 3, total 8[/blockquote]
One crit:
[blockquote]Rolled 2d6 : 2, 5, total 7[/blockquote]
Damage:
Crit:
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
4.75 * (50% + 15% - 10%) = 2.75FP
OP 1
CBS: 6.25
DC: 4.75
CBS Rolls: 9 = 55%
DC Rolls: 8 = 50%
CBS Crits
2 Reduce damage received by 10%.
4 Gain +1 on further rolls this combat (CO gains experience).
4 Gain +1 on further rolls this combat (CO gains experience).
DC Crits
7 Valor saves the day: reduce damage done to you by 20%, increase damage done to your opponent by 15%.
CBS Deals 6.25 * .35 = 2.25 Damage to DC
DC Deals 4.75 * .55 = 2.75 Damage to CBS
Both sides recover .25 in Battlefield recovery.
CBS: 6.25 - 2.75 + .25 = 3.75
DC: 4.75 - 2.25 + .25 = 2.75
CBS succeeds in the raid and takes .25 RP
Salvage Pool is 6.5 * (2d6+5)%
Raid Salvage Roll
[blockquote]Rolled 2d6+5 : 1, 1 + 5, total 7[/blockquote]
Attacker % of Salvage
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
6.5 * .07 = .5 RP
Attacker takes 70% which rounds down to .25 RP